| 1 | #include "Enemy/Togezo2D.h" |
| 2 | |
| 3 | #include "Library/Item/ItemUtil.h" |
| 4 | #include "Library/Joint/JointControllerKeeper.h" |
| 5 | #include "Library/LiveActor/ActorActionFunction.h" |
| 6 | #include "Library/LiveActor/ActorClippingFunction.h" |
| 7 | #include "Library/LiveActor/ActorCollisionFunction.h" |
| 8 | #include "Library/LiveActor/ActorFlagFunction.h" |
| 9 | #include "Library/LiveActor/ActorInitUtil.h" |
| 10 | #include "Library/LiveActor/ActorModelFunction.h" |
| 11 | #include "Library/LiveActor/ActorMovementFunction.h" |
| 12 | #include "Library/LiveActor/ActorPoseUtil.h" |
| 13 | #include "Library/LiveActor/ActorSensorUtil.h" |
| 14 | #include "Library/Nerve/NerveSetupUtil.h" |
| 15 | #include "Library/Nerve/NerveUtil.h" |
| 16 | |
| 17 | #include "Util/ActorDimensionKeeper.h" |
| 18 | #include "Util/ItemUtil.h" |
| 19 | #include "Util/SensorMsgFunction.h" |
| 20 | |
| 21 | namespace { |
| 22 | NERVE_IMPL(Togezo2D, Walk) |
| 23 | NERVE_IMPL(Togezo2D, Damage) |
| 24 | NERVE_IMPL(Togezo2D, HideWait) |
| 25 | |
| 26 | NERVES_MAKE_STRUCT(Togezo2D, Walk, Damage, HideWait) |
| 27 | } // namespace |
| 28 | |
| 29 | Togezo2D::Togezo2D(const char* name) : al::LiveActor(name) {} |
| 30 | |
| 31 | void Togezo2D::init(const al::ActorInitInfo& info) { |
| 32 | al::initActor(actor: this, initInfo: info); |
| 33 | al::initNerve(actor: this, nerve: &NrvTogezo2D.Walk, maxStates: 0); |
| 34 | rs::createAndSetFilter2DOnly(actor: this); |
| 35 | mDimensionKeeper = rs::createDimensionKeeper(actor: this); |
| 36 | rs::updateDimensionKeeper(keeper: mDimensionKeeper); |
| 37 | if (!rs::isIn2DArea(dimension: this)) { |
| 38 | makeActorDead(); |
| 39 | return; |
| 40 | } |
| 41 | rs::snap2DGravity(actor: this, dimension: this, unk_distance: 500.0f); |
| 42 | makeActorAlive(); |
| 43 | mLocalZRotator = 0.0f; |
| 44 | al::initJointControllerKeeper(this, 1); |
| 45 | al::initJointLocalZRotator(this, &mLocalZRotator, "Center" ); |
| 46 | mInitTrans = al::getTrans(actor: this); |
| 47 | mInitFront = al::getFront(actor: this); |
| 48 | } |
| 49 | |
| 50 | void Togezo2D::checkFacingTarget(al::HitSensor* target) { |
| 51 | if (al::isFaceToTargetDegreeH(actor: this, target: al::getSensorPos(target), face: al::getFront(actor: this), degH: 5.0f)) { |
| 52 | al::turnFront(actor: this, deg: 180.0f); |
| 53 | al::setVelocityToFront(actor: this, speed: mVelocityFront); |
| 54 | al::addVelocityToGravity(actor: this, force: 0.65f); |
| 55 | updateCollider(); |
| 56 | } |
| 57 | } |
| 58 | |
| 59 | bool Togezo2D::receiveMsg(const al::SensorMsg* message, al::HitSensor* other, al::HitSensor* self) { |
| 60 | if (al::isNerve(user: this, nerve: &NrvTogezo2D.Damage)) |
| 61 | return false; |
| 62 | if (rs::isMsgPlayerDisregardHomingAttack(message) || |
| 63 | rs::isMsgPlayerDisregardTargetMarker(message) || al::isMsgPlayerDisregard(msg: message)) |
| 64 | return true; |
| 65 | if (rs::isMsgPush2D(message) && al::isNerve(user: this, nerve: &NrvTogezo2D.Walk)) { |
| 66 | checkFacingTarget(target: other); |
| 67 | return true; |
| 68 | } |
| 69 | if (rs::isMsgBlockUpperPunch2D(message)) { |
| 70 | al::setNerve(user: this, nerve: &NrvTogezo2D.Damage); |
| 71 | rs::setAppearItemFactorAndOffsetByMsg(actor: this, msg: message, sensor: other); |
| 72 | al::appearItem(actor: this); |
| 73 | return true; |
| 74 | } |
| 75 | if (rs::isMsgKouraAttack2D(message)) { |
| 76 | al::setNerve(user: this, nerve: &NrvTogezo2D.Damage); |
| 77 | rs::requestHitReactionToAttacker(message, self, other); |
| 78 | rs::setAppearItemFactorAndOffsetByMsg(actor: this, msg: message, sensor: other); |
| 79 | al::appearItem(actor: this); |
| 80 | return true; |
| 81 | } |
| 82 | return false; |
| 83 | } |
| 84 | |
| 85 | void Togezo2D::attackSensor(al::HitSensor* self, al::HitSensor* other) { |
| 86 | if (al::isSensorEnemyBody(self) && al::isSensorEnemyBody(other) && |
| 87 | rs::sendMsgPush2D(source: other, target: self)) |
| 88 | checkFacingTarget(target: other); |
| 89 | if (al::isSensorPlayer(other) && al::isSensorEnemyAttack(self)) |
| 90 | rs::sendMsgEnemyAttack2D(source: other, target: self); |
| 91 | } |
| 92 | |
| 93 | void Togezo2D::startMove() { |
| 94 | al::onCollide(actor: this); |
| 95 | al::setNerve(user: this, nerve: &NrvTogezo2D.Walk); |
| 96 | } |
| 97 | |
| 98 | void Togezo2D::control() { |
| 99 | rs::updateDimensionKeeper(keeper: mDimensionKeeper); |
| 100 | if (al::isNerve(user: this, nerve: &NrvTogezo2D.HideWait)) |
| 101 | return; |
| 102 | al::addVelocityToGravity(actor: this, force: 0.65f); |
| 103 | al::scaleVelocityDirection(actor: this, direction: al::getGravity(actor: this), factor: 0.98f); |
| 104 | if (al::isCollidedWall(this)) { |
| 105 | al::turnFront(actor: this, deg: 150.0f); |
| 106 | if (al::isOnGround(this, 0)) { |
| 107 | al::setVelocityToFront(actor: this, speed: mVelocityFront); |
| 108 | al::addVelocityToGravity(actor: this, force: 0.65f); |
| 109 | } else { |
| 110 | al::addVelocityToFront(actor: this, force: 2 * mVelocityFront); |
| 111 | } |
| 112 | updateCollider(); |
| 113 | } |
| 114 | if (al::isNerve(user: this, nerve: &NrvTogezo2D.Damage)) |
| 115 | return; |
| 116 | if (!rs::isIn2DArea(dimension: this)) { |
| 117 | al::setNerve(user: this, nerve: &NrvTogezo2D.HideWait); |
| 118 | return; |
| 119 | } |
| 120 | if (al::isOnGround(this, 0)) { |
| 121 | al::setVelocityToFront(actor: this, speed: mVelocityFront); |
| 122 | al::addVelocityToGravity(actor: this, force: 0.65f); |
| 123 | } |
| 124 | rs::snap2DGravity(actor: this, dimension: this, unk_distance: 500.0f); |
| 125 | } |
| 126 | |
| 127 | void Togezo2D::exeWalk() { |
| 128 | if (al::isFirstStep(user: this)) { |
| 129 | al::validateClipping(actor: this); |
| 130 | al::showModelIfHide(actor: this); |
| 131 | al::onCollide(actor: this); |
| 132 | al::validateHitSensors(this); |
| 133 | mVelocityFront = 2.5f; |
| 134 | al::setVelocityToFront(actor: this, speed: mVelocityFront); |
| 135 | al::addVelocityToGravity(actor: this, force: 0.65f); |
| 136 | al::startAction(actor: this, actionName: "Move" ); |
| 137 | } |
| 138 | if (al::isOnGround(this, 0)) { |
| 139 | al::setVelocityToFront(actor: this, speed: mVelocityFront); |
| 140 | al::addVelocityToGravity(actor: this, force: 0.65f); |
| 141 | } |
| 142 | } |
| 143 | |
| 144 | void Togezo2D::exeDamage() { |
| 145 | if (al::isFirstStep(user: this)) { |
| 146 | al::offCollide(actor: this); |
| 147 | al::invalidateHitSensors(this); |
| 148 | al::turnFront(actor: this, deg: 180.0f); |
| 149 | mVelocityFront = 2.5f; |
| 150 | mLocalZRotator = 180.0f; |
| 151 | al::setVelocityToFront(actor: this, speed: mVelocityFront); |
| 152 | al::addVelocity(actor: this, vel: al::getGravity(actor: this) * -20.0f); |
| 153 | } |
| 154 | if (al::isGreaterStep(user: this, step: 90)) |
| 155 | al::setNerve(user: this, nerve: &NrvTogezo2D.HideWait); |
| 156 | } |
| 157 | |
| 158 | void Togezo2D::exeHideWait() { |
| 159 | if (al::isFirstStep(user: this)) { |
| 160 | al::invalidateClipping(actor: this); |
| 161 | al::offCollide(actor: this); |
| 162 | al::hideModelIfShow(actor: this); |
| 163 | al::invalidateHitSensors(this); |
| 164 | al::setVelocityZero(this); |
| 165 | al::setTrans(actor: this, trans: mInitTrans); |
| 166 | al::setFront(actor: this, front: mInitFront); |
| 167 | if (mIsAlwaysFalse) |
| 168 | mIsAlwaysFalse = false; |
| 169 | al::resetPosition(actor: this); |
| 170 | } |
| 171 | } |
| 172 | |